• 3D热力图的简单实现


    一、写在前面

    在阅读这篇文章之前,你可能需要了解 mapbox-gl regl glsl 相关的一些知识;这里给出的一些实现方法并不是完美的,可能会有一些 BUG 和疏漏,并不建议直接使用,仅做学习和参考。

    本篇会提及两种实现方式,包含 2 维热力图和三维热力图的实现,也会给出一些优化的方案;地图类库上会涉及 mapbox-gl。

    二、原理简介

    1. 我们大部分人可能知道在如何在 canvas 上实现热力图,比较出名的开源类库是

    和 V神的

    其基本原理是根据位置(coordinates)、绘制半径(radius)、权重(weight)绘制 circle生成密度图,再根据给定的 gradient colors 进行密度图的着色。他们实现的效果如下图:

    密度图

    密度图着色

    webgl 的热力图也基本遵循这个流程:先生成密度图,然后再进行密度图的着色,下面我们会深入具体的技术细节。

    三、技术实现原理

    先剖析 mapbox-gl 原版的技术实现,再用 regl 简单复刻一个

    1、mapbox-gl 版 heatmap 实现

    • 数据:mapbox 的数据加载流程我们这里不再细说,网上已经有很多关于这块的文章,我们主要关注数据块 heatmap_bucket 的实现, heatmap_bucket 又继承自 circle_bucket, heatmap的顶点数据和索引数据在这里进行处理,这里我们可以看一下addFeature 方法,此函数对矢量瓦片的数据做了一次处理,将每个点数据拆分为两个三角形;至于为什么需要拆分两个三角形合并的矩形,我们可以思考一下如果我们直接使用点会出现什么问题。
    function addCircleVertex(layoutVertexArray, x, y, extrudeX, extrudeY) {
        layoutVertexArray.emplaceBack(
            (x * 2) + ((extrudeX + 1) / 2),
            (y * 2) + ((extrudeY + 1) / 2));
    }
    
    for (const ring of geometry) {
                for (const point of ring) {
                    const x = point.x;
                    const y = point.y;
    
                    // Do not include points that are outside the tile boundaries.
                    // 这里将越界的数据过滤掉,不进行渲染
                    if (x < 0 || x >= EXTENT || y < 0 || y >= EXTENT) continue;
    
                    // this geometry will be of the Point type, and we'll derive
                    // two triangles from it.
                    //
                    // ┌─────────┐
                    // │ 3     2 │
                    // │         │
                    // │ 0     1 │
                    // └─────────┘
                    const segment = this.segments.prepareSegment(4, this.layoutVertexArray, this.indexArray, feature.sortKey);
                    const index = segment.vertexLength;
    
                    // 顶点数据
                    addCircleVertex(this.layoutVertexArray, x, y, -1, -1);
                    addCircleVertex(this.layoutVertexArray, x, y, 1, -1);
                    addCircleVertex(this.layoutVertexArray, x, y, 1, 1);
                    addCircleVertex(this.layoutVertexArray, x, y, -1, 1);
    
                    // 索引数据
                    this.indexArray.emplaceBack(index, index + 1, index + 2);
                    this.indexArray.emplaceBack(index, index + 3, index + 2);
    
                    segment.vertexLength += 4;
                    segment.primitiveLength += 2;
                }
            }
    
            this.programConfigurations.populatePaintArrays(this.layoutVertexArray.length, feature, index, {}, canonical);
        }
    
    

    在上面代码中顶点数据最终都添加到 layoutVertexArray,我们追溯代码可以看到layoutVertexArrayCircleLayoutArray 的实例

    class StructArrayLayout2i4 extends StructArray {
        uint8: Uint8Array;
        int16: Int16Array;
    
        _refreshViews() {
            this.uint8 = new Uint8Array(this.arrayBuffer);
            this.int16 = new Int16Array(this.arrayBuffer);
        }
    
        emplaceBack(v0: number, v1: number) {
            const i = this.length;
            this.resize(i + 1);
            return this.emplace(i, v0, v1);
        }
    
        emplace(i: number, v0: number, v1: number) {
            const o2 = i * 2;
            this.int16[o2 + 0] = v0;
            this.int16[o2 + 1] = v1;
            return i;
        }
    }
    
    export { StructArrayLayout2i4 as CircleLayoutArray }
    
    

    你是否发现这里的顶点数据都是存在16 位整型中,这个是因为矢量瓦片会将经纬度编码到每个瓦片的 0-8192 范围中,而且这样也避免了常见的

    问题。关于矢量瓦片你可以查看这里了解

    关于渲染,我们可以在

    这里看到热力图的整体渲染流程。

    • 密度图顶点着色器
    uniform mat4 u_matrix;
    uniform float u_extrude_scale;
    uniform float u_opacity;
    uniform float u_intensity;
    
    attribute vec2 a_pos;
    
    varying vec2 v_extrude;
    uniform float weight;
    uniform float radius;
    // #pragma mapbox: define highp float weight
    // #pragma mapbox: define mediump float radius
    
    // Effective "0" in the kernel density texture to adjust the kernel size to;
    // this empirically chosen number minimizes artifacts on overlapping kernels
    // for typical heatmap cases (assuming clustered source)
    const highp float ZERO = 1.0 / 255.0 / 16.0;
    
    // Gaussian kernel coefficient: 1 / sqrt(2 * PI)
    #define GAUSS_COEF 0.3989422804014327
    
    void main(void) {
        // #pragma mapbox: initialize highp float weight
        // #pragma mapbox: initialize mediump float radius
    
        // unencode the extrusion vector that we snuck into the a_pos vector
        vec2 unscaled_extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);
    
        // This 'extrude' comes in ranging from [-1, -1], to [1, 1].  We'll use
        // it to produce the vertices of a square mesh framing the point feature
        // we're adding to the kernel density texture.  We'll also pass it as
        // a varying, so that the fragment shader can determine the distance of
        // each fragment from the point feature.
        // Before we do so, we need to scale it up sufficiently so that the
        // kernel falls effectively to zero at the edge of the mesh.
        // That is, we want to know S such that
        // weight * u_intensity * GAUSS_COEF * exp(-0.5 * 3.0^2 * S^2) == ZERO
        // Which solves to:
        // S = sqrt(-2.0 * log(ZERO / (weight * u_intensity * GAUSS_COEF))) / 3.0
        float S = sqrt(-2.0 * log(ZERO / weight / u_intensity / GAUSS_COEF)) / 3.0;
    
        // Pass the varying in units of radius
        v_extrude = S * unscaled_extrude;
    
        // Scale by radius and the zoom-based scale factor to produce actual
        // mesh position
        vec2 extrude = v_extrude * radius * u_extrude_scale;
    
        // multiply a_pos by 0.5, since we had it * 2 in order to sneak
        // in extrusion data
        vec4 pos = vec4(floor(a_pos * 0.5) + extrude, elevation(floor(a_pos * 0.5)), 1);
    
        gl_Position = u_matrix * pos;
    }
    
    • 密度图片段着色器 (注意这里的颜色值写入的是 r 通道,所以生成的并不是灰度密度图)
    uniform highp float u_intensity;
    
    varying vec2 v_extrude;
    uniform float weight;
    // #pragma mapbox: define highp float weight
    
    // Gaussian kernel coefficient: 1 / sqrt(2 * PI)
    #define GAUSS_COEF 0.3989422804014327
    
    void main() {
        // #pragma mapbox: initialize highp float weight
    
        // Kernel density estimation with a Gaussian kernel of size 5x5
        float d = -0.5 * 3.0 * 3.0 * dot(v_extrude, v_extrude);
        float val = weight * u_intensity * GAUSS_COEF * exp(d);
    
        gl_FragColor = vec4(val, 1.0, 1.0, 1.0);
    }
    

    a_pos:来源于上面提到layoutVertexArray

    elements: 索引数据来源于上面提及的 indexArray

    u_matrix: 瓦片的posMatrix

    u_opacity: 0-1

    u_intensity: 全局密度权重,>= 0

    radius: 像素半径 >=1

    weight: 密度权重 https://docs.mapbox.com/mapbox-gl-js/style-spec/layers/#paint-heatmap-heatmap-weight

    u_extrude_scale: 拉伸比例 pixelsToTileUnits(tile, 1, map.getZoom()) https://sourcegraph.com/github.com/mapbox/mapbox-gl-js/-/blob/src/source/pixels_to_tile_units.js#L19

    if (painter.renderPass === 'offscreen') {
            const context = painter.context;
            const gl = context.gl;
    
            // Allow kernels to be drawn across boundaries, so that
            // large kernels are not clipped to tiles
            // 这里允许密度图跨边界绘制防止裁剪
            const stencilMode = StencilMode.disabled;
            // Turn on additive blending for kernels, which is a key aspect of kernel density estimation formula
            // 启用blend允许颜色混合
            const colorMode = new ColorMode([gl.ONE, gl.ONE], Color.transparent, [true, true, true, true]);
    
            bindFramebuffer(context, painter, layer);
    
            context.clear({color: Color.transparent});
    
            for (let i = 0; i < coords.length; i++) {
                const coord = coords[i];
    
                // Skip tiles that have uncovered parents to avoid flickering; we don't need
                // to use complex tile masking here because the change between zoom levels is subtle,
                // so it's fine to simply render the parent until all its 4 children are loaded
                if (sourceCache.hasRenderableParent(coord)) continue;
    
                const tile = sourceCache.getTile(coord);
                const bucket: ?HeatmapBucket = (tile.getBucket(layer): any);
                if (!bucket) continue;
    
                const programConfiguration = bucket.programConfigurations.get(layer.id);
                const program = painter.useProgram('heatmap', programConfiguration);
                const {zoom} = painter.transform;
    
                // 使用gl.TRIANGLES进行绘制,并关闭深度测试和面剔除
                program.draw(context, gl.TRIANGLES, DepthMode.disabled, stencilMode, colorMode, CullFaceMode.disabled,
                    heatmapUniformValues(coord.posMatrix,
                        tile, zoom, layer.paint.get('heatmap-intensity')),
                    layer.id, bucket.layoutVertexBuffer, bucket.indexBuffer,
                    bucket.segments, layer.paint, painter.transform.zoom,
                    programConfiguration);
            }
    
            context.viewport.set([0, 0, painter.width, painter.height]);
    
        }
    
    

    热力图渲染(密度图着色)

    • 顶点着色器
    uniform mat4 u_matrix;
    uniform vec2 u_world;
    attribute vec2 a_pos;
    varying vec2 v_pos;
    
    void main() {
        gl_Position = u_matrix * vec4(a_pos * u_world, 0, 1);
    
        v_pos.x = a_pos.x;
        v_pos.y = 1.0 - a_pos.y;
    }
    
    • 片段着色器
    uniform sampler2D u_image;
    uniform sampler2D u_color_ramp;
    uniform float u_opacity;
    varying vec2 v_pos;
    
    void main() {
        float t = texture2D(u_image, v_pos).r;
        vec4 color = texture2D(u_color_ramp, vec2(t, 0.5));
        gl_FragColor = color * u_opacity;
    }
    
    • 渲染

    相对来说,密度图着色的流程相对简单的多,只是将上步生成的 fbo 进行着色,而且需要注意的是上步为了性能考虑 fbo 的大小设置为 painter.width / 4, painter.height / 4;这里同样也说明一下Attributes 属性Uniforms 全局变量 的来源:

    a_pos:

    elements: 索引数据 https://sourcegraph.com/github.com/mapbox/mapbox-gl-js/-/blob/src/render/painter.js#L244

    u_image:密度图

    u_color_ramp:热力图渐变色带

    u_opacity:0-1 的全局透明度

    u_world:[gl.drawingBufferWidth, gl.drawingBufferHeight] https://sourcegraph.com/github.com/mapbox/mapbox-gl-js/-/blob/src/render/program/heatmap_program.js#L71

    u_matrix: mat4.ortho(mat4.create(), 0, painter.width, painter.height, 0, 0, 1)

    function renderTextureToMap(painter, layer) {
        const context = painter.context;
        const gl = context.gl;
    
        // Here we bind two different textures from which we'll sample in drawing
        // heatmaps: the kernel texture, prepared in the offscreen pass, and a
        // color ramp texture.
        const fbo = layer.heatmapFbo;
        if (!fbo) return;
        context.activeTexture.set(gl.TEXTURE0);
        gl.bindTexture(gl.TEXTURE_2D, fbo.colorAttachment.get());
    
        context.activeTexture.set(gl.TEXTURE1);
        let colorRampTexture = layer.colorRampTexture;
        if (!colorRampTexture) {
            colorRampTexture = layer.colorRampTexture = new Texture(context, layer.colorRamp, gl.RGBA);
        }
        colorRampTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);
    
        painter.useProgram('heatmapTexture').draw(context, gl.TRIANGLES,
            DepthMode.disabled, StencilMode.disabled, painter.colorModeForRenderPass(), CullFaceMode.disabled,
            heatmapTextureUniformValues(painter, layer, 0, 1),
            layer.id, painter.viewportBuffer, painter.quadTriangleIndexBuffer,
            painter.viewportSegments, layer.paint, painter.transform.zoom);
    }
    
    if (painter.renderPass === 'translucent') {
            painter.context.setColorMode(painter.colorModeForRenderPass());
            renderTextureToMap(painter, layer);
    }
    
    

    到这里,mapbox-gl 的 heatmap 的实现原理就结束了,其基本流程和 canvas 的 heatmap 区别不大。这里值得一提的是 gl 的密度图的混合和 canvas 默认的

    这两个都是生成密度图的关键,而且据大佬所说 globalCompositeOperation 其实就是一个简单的 blend 实现。

    2、mapbox-gl + regl 如何实现二维热力图

    这里了解原理后考虑一下如何实现一个自定义热力图渲染,当然原理和上述 mapbox-gl 内置的 heatmap 基本一致(daimaquanchao),只是数据部分和着色器有细微的改动,下面我们看下详细的代码实现,完整代码

    密度图顶点着色器 grayVs:

    attribute vec2 a_position;
    attribute float a_instance_count;
    
    uniform mat4 u_matrix;
    
    uniform float u_extrude_scale;
    uniform float u_intensity;
    
    uniform float u_radius;
    
    varying vec2 v_extrude;
    varying float v_weight;
    
    // Effective "0" in the kernel density texture to adjust the kernel size to;
    // this empirically chosen number minimizes artifacts on overlapping kernels
    // for typical heatmap cases (assuming clustered source)
    const float ZERO = 1.0 / 255.0 / 16.0;
    
    // Gaussian kernel coefficient: 1 / sqrt(2 * PI)
    #define GAUSS_COEF 0.3989422804014327
    
    void main() {
      // unencode the extrusion vector that we snuck into the a_pos vector
      vec2 unscaled_extrude = vec2(mod(a_position.xy, 2.0) * 2.0 - 1.0);
      v_weight = a_instance_count;
    
      // This 'extrude' comes in ranging from [-1, -1], to [1, 1].  We'll use
      // it to produce the vertices of a square mesh framing the point feature
      // we're adding to the kernel density texture.  We'll also pass it as
      // a varying, so that the fragment shader can determine the distance of
      // each fragment from the point feature.
      // Before we do so, we need to scale it up sufficiently so that the
      // kernel falls effectively to zero at the edge of the mesh.
      // That is, we want to know S such that
      // weight * u_intensity * GAUSS_COEF * exp(-0.5 * 3.0^2 * S^2) == ZERO
      // Which solves to:
      // S = sqrt(-2.0 * log(ZERO / (weight * u_intensity * GAUSS_COEF))) / 3.0
      float S = sqrt(-2.0 * log(ZERO / v_weight / u_intensity / GAUSS_COEF)) / 3.0;
    
      // Pass the varying in units of radius
      v_extrude = S * unscaled_extrude;
    
      // Scale by radius and the zoom-based scale factor to produce actual
      // mesh position
      vec2 extrude = v_extrude * u_radius * u_extrude_scale;
    
      // multiply a_pos by 0.5, since we had it * 2 in order to sneak
      // in extrusion data
      vec4 pos = vec4(floor(a_position.xy * 0.5) + extrude, 0.0, 1.0);
    
      gl_Position = u_matrix * pos;
    }
    

    密度图片段着色器 grayFs:

    //precision mediump float;
    precision highp float;
    uniform float u_intensity;
    
    varying vec2 v_extrude;
    
    varying float v_weight;
    
    // Gaussian kernel coefficient: 1 / sqrt(2 * PI)
    #define GAUSS_COEF 0.3989422804014327
    
    void main() {
    //  if (dot(v_iPosition, v_iPosition) > 1.0) {
    //    discard;
    //  }
    
      // Kernel density estimation with a Gaussian kernel of size 5x5
      float d = -0.5 * 3.0 * 3.0 * dot(v_extrude, v_extrude);
      float val = v_weight * u_intensity * GAUSS_COEF * exp(d);
    
      gl_FragColor = vec4(0.0, 0.0, 0.0, val);
    }
    

    我们通过上面着色器代码可以看到核心代码没有变化,仅仅改动了密度图权重weight 的获取方式,其他基本保持不变。其核心 regl 代码如下:

    this.regl = REGL({
          gl: gl,
          extensions: [
            'OES_texture_float',
            'OES_element_index_uint',
            'WEBGL_color_buffer_float',
            'OES_texture_half_float',
            'ANGLE_instanced_arrays'
          ],
          attributes: {
            antialias: true,
            preserveDrawingBuffer: false,
          }
        });
    
        const [width, height] = [this.map.transform.width, this.map.transform.height];
    
        this.texture = this.regl.texture({
          width,
          height,
          min: 'linear',
          mag: 'linear',
          wrap: 'clamp',
          format: 'rgba',
          type: 'half float'
        });
    
        this.fbo = this.regl.framebuffer({
          width,
          height,
          depth: false,
          stencil: false,
          colorFormat: 'rgba',
          colorType: 'half float',
          color: this.texture
        });
    
        this.gradientCommand = this.regl<GradientCommand.Uniforms, GradientCommand.Attributes, GradientCommand.Props>({
          frag: grayFs,
    
          vert: grayVs,
    
          attributes: {
            a_position: (_, { a_position }) => a_position,
            a_instance_count: (_, { a_instance_count }) => a_instance_count,
          },
    
          uniforms: {
            u_matrix: (_, { u_matrix }) => u_matrix,
            u_intensity: (_, { u_intensity }) => u_intensity,
            u_radius: (_, { u_radius }) => u_radius,
            u_opacity: (_, { u_opacity }) => u_opacity,
            u_extrude_scale: (_, { u_extrude_scale }) => u_extrude_scale,
          },
    
          depth: { // 这里我们关闭深度测试
            enable: false,
            mask: false,
            func: 'less',
            range: [0, 1]
          },
    
          blend: {
            enable: true,
            func: {
              src: 'one',
              dst: 'one',
            },
            equation: 'add',
            color: [0, 0, 0, 0],
          },
    
          colorMask: [true, true, true, true],
    
          elements: (_, { elements }) => elements,
    
          viewport: (_, { canvasSize: [width, height] }) => ({ x: 0, y: 0, width, height })
        });
    
    

    密度图着色相关的着色器代码 :

    // drawVs
    uniform mat4 u_matrix;
    uniform vec2 u_world; // 4096 * 2
    
    attribute vec2 a_pos;
    
    attribute vec2 a_texCoord;
    
    varying vec2 v_texCoord;
    
    void main() {
      v_texCoord = a_texCoord;
    
      gl_Position = u_matrix * vec4(a_pos * u_world, 0.0, 1.0);
    }
    
    // drawFs
    precision mediump float;
    
    uniform sampler2D u_image;
    uniform sampler2D u_color_ramp;
    uniform float u_opacity;
    
    varying vec2 v_texCoord;
    
    void main() {
      float t = texture2D(u_image, v_texCoord).a;
    
      vec4 color = texture2D(u_color_ramp, vec2(t, 0.5));
      gl_FragColor = color * u_opacity;
    }
    

    核心代码:

    this.colorCommand = this.regl<ColorCommand.Uniforms, ColorCommand.Attributes, ColorCommand.Props>({
          frag: drawFs,
    
          vert: drawVs,
    
          attributes: {
            a_pos: (_, { a_pos }) => a_pos,
            a_texCoord: (_, { a_texCoord }) => a_texCoord,
          },
    
          uniforms: {
            u_matrix: (_, { u_matrix }) => u_matrix,
            u_image: (_, { u_image }) => u_image,
            u_color_ramp: (_, { u_color_ramp }) => u_color_ramp,
            u_world: (_, { u_world }) => u_world,
            u_opacity: (_, { u_opacity }) => u_opacity,
          },
    
          depth: {
            enable: false,
            mask: true,
            func: 'always',
          },
    
          blend: {
            enable: true,
            func: {
              src: 'one',
              dst: 'one minus src alpha',
            },
            color: [0, 0, 0, 0]
          },
    
          colorMask: [true, true, true, true],
    
          elements: (_, { elements }) => elements,
    
          viewport: (_, { canvasSize: [width, height] }) => ({ x: 0, y: 0, width, height })
        });
    
    

    核心渲染代码:

    这里没有直接使用矢量瓦片,而是使用 geojson 作为元数据,使用

    生成矢量瓦片。

    下面在注释里面简单解释一下基本原理

    render(gl: WebGLRenderingContext | WebGL2RenderingContext, m: REGL.Mat4) {
        if (!this.regl || !this.hasData) return;
    
        // 当渲染数据需要更新时销毁原有顶点数据
        if (this.needUpdate) {
          const keys = dataCache.keys();
          let i = 0;
          let len = keys.length;
          for (; i < len; i++) {
            const tile = dataCache.get(keys[i]) as {
              parseData: any;
              instanceData: {
                elements: REGL.Elements,
                position: {
                  buffer: REGL.Buffer;
                  size: number;
                },
                instanceCount: {
                  buffer: REGL.Buffer;
                  size: number;
                  divisor: number;
                  normalized: boolean;
                },
              }
            };
            if (tile) {
              // tile.instanceData?.uvs.buffer.destroy();
              tile.instanceData?.position.buffer.destroy();
              tile.instanceData?.instanceCount.buffer.destroy();
              tile.instanceData?.elements.destroy();
            }
          }
          this.needUpdate = false;
        }
    
        // 返回当前视图覆盖的瓦片
        const tiles = this.map.transform.coveringTiles({
          tileSize: this.options.tileSize,
          minzoom: this.options.minZoom,
          maxzoom: this.options.maxZoom,
          reparseOverscaled: undefined,
        });
    
        for (const coord of tiles) {
          const canonical = coord.canonical;
          const cache = dataCache.get(coord.key) as {
            parseData: any;
            instanceData: {
              elements: REGL.Elements,
              position: {
                buffer: REGL.Buffer;
                size: number;
              },
              instanceCount: {
                buffer: REGL.Buffer;
                size: number;
                divisor: number;
                normalized: boolean;
              };
            }
          };
          // 更新瓦片投影矩阵
          coord.posMatrix = this.map.painter.transform.calculatePosMatrix(coord.toUnwrapped());
    
          if (!this.tileIndex) continue;
    
          // 如果没有缓存,则从矢量瓦片中读取数据,构建顶点数据、索引数据和、权重数据,这里也是使用两个三角形构造一个点
          // 而且针对这里其实还可以优化,使用[实例化绘制](https://webglfundamentals.org/webgl/lessons/zh_cn/webgl-instanced-drawing.html) 可以大大减少向 gpu 传输的顶点数量,具体实现在下一节 3d heatmap 有使用
          if (!cache) {
            const data = this.tileIndex.getTile(canonical.z, canonical.x, canonical.y);
            const features = data?.features || [];
            let i = 0;
            const len = features.length;
            const n = new Float32Array(2 * 4 * features.length);
            const instanceCount = new Float32Array(features.length);
            const indices = new Uint32Array(features.length * 6);
            for (; i < len; i++) {
              let val = 1;
              if (this.options.weight) {
                val = this.options.weight(features[i]);
              }
              const coords = features[i].geometry[0];
              const x = coords[0];
              const y = coords[1];
              if (x < 0 || x >= EXTENT || y < 0 || y >= EXTENT)
                continue;
              const index = i * 8;
              addCircleVertex(n, index, x, y, -1, -1);
              addCircleVertex(n, index + 2, x, y, 1, -1);
              addCircleVertex(n, index + 2 * 2, x, y, 1, 1);
              addCircleVertex(n, index + 2 * 3, x, y, -1, 1);
    
              const tt = i * 6;
              const bb = i * 4;
    
              indices[tt] = bb;
              indices[tt + 1] = bb + 1;
              indices[tt + 2] = bb + 2;
    
              indices[tt + 3] = bb;
              indices[tt + 4] = bb + 3;
              indices[tt + 5] = bb + 2;
    
              instanceCount[i] = val;
            }
    
            coord.instanceData = {
              instanceCount: {
                buffer: this.regl.buffer({
                  data: instanceCount,
                  type: 'float32',
                  usage: 'static',
                }),
                normalized: false,
                size: 1,
                divisor: 4,
              },
              elements: this.regl.elements({
                data: indices,
                primitive: 'triangles',
                type: 'uint32',
              }),
              position: {
                buffer: this.regl.buffer({
                  data: n,
                  type: 'float',
                }),
                size: 2,
              },
            };
    
            coord.parseData = features;
            dataCache.set(coord.key, coord);
          } else {
            // 如果有缓存,直接从缓存中取相关数据
            coord.instanceData = cache.instanceData;
    
            coord.parseData = cache.parseData;
          }
        }
    
        const [width, height] = [this.map.transform.width, this.map.transform.height];
        const [drawWidth, drawHeight] = [this.map.painter.width, this.map.painter.height];
    
        // 清空 fbo
        this.regl.clear({
          color: [0, 0, 0, 0],
          depth: 0,
          framebuffer: this.fbo
        });
    
        // 为了性能优化,fbo 大小设置为画布宽高的1/4
        this.fbo.resize(drawWidth / 4, drawHeight / 4);
        let i = 0;
        const len = tiles.length;
        this.fbo.use(() => {
          for (; i < len; i++) {
            const tile = tiles[i];
            tile.tileSize = this.options.tileSize;
            // 逐瓦片绘制密度图,和上节的过程基本类似,这里不深入
            this.gradientCommand({
              // @ts-ignore
              u_matrix: tile.posMatrix,
              a_position: tile.instanceData.position,
              a_instance_count: tile.instanceData.instanceCount,
              elements: tile.instanceData.elements,
              u_extrude_scale: getExtrudeScale(this.options.extrudeScale !== undefined ? this.options.extrudeScale : 1, this.map.transform.zoom, tile),
              u_intensity: this.options.intensity !== undefined ? this.options.intensity : 1,
              u_radius: this.options.radius !== undefined ? this.options.radius : 20,
              canvasSize: [drawWidth / 4, drawHeight / 4],
            });
          }
        })
    
        // 生成顶点数据和索引数据,和上节的生成基本类似,不做深入
        const cacheBuffer = this.getPlaneBuffer(this.drawBuffer, 1, 1, 1, 1);
    
        this.colorCommand({
          a_pos: cacheBuffer.position,
          a_texCoord: cacheBuffer.uvs,
          elements: cacheBuffer.elements,
          u_matrix: this.map.transform.glCoordMatrix, // 这里同上节提到的`mat4.ortho(mat4.create(), 0, painter.width, painter.height, 0, 0, 1)
          u_world: [width, height],
          u_image: this.texture,
          u_color_ramp: this.colorRampTexture,
          u_opacity: this.options.opacity !== undefined ? this.options.opacity : 1,
          canvasSize: [drawWidth, drawHeight],
        });
    
        this.regl._refresh();
      }
    
    

    colorRampTexture的生成:

    这个很容易理解,不做深入

    createColorTexture(colors: [number, string][]) {
        const interpolateColor = colors
          .map((item) => ({
            key: item[0],
            value: item[1],
          }));
    
        const canvas = document.createElement('canvas');
        const ctx = canvas.getContext('2d');
    
        canvas.width = 256;
        canvas.height = 1;
    
        if (ctx) {
          const gradient = ctx.createLinearGradient(0, 0, 256, 0);
    
          for (let i = 0; i < interpolateColor.length; i += 1) {
            const key = interpolateColor[i].key;
            const color = interpolateColor[i].value;
            gradient.addColorStop(key, color);
          }
    
          ctx.fillStyle = gradient;
          ctx.fillRect(0, 0, 256, 1);
          const data = new Uint8Array(ctx.getImageData(0, 0, 256, 1).data);
    
          return this.regl.texture({
             256,
            height: 1,
            data,
            mipmap: false,
            flipY: false,
            format: 'rgba',
            min: 'linear',
            mag: 'linear',
            wrap: 'clamp'
          });
        }
      }
    
    

    以上就是 mapbox-gl + regl 的2d热力图的简单实现,其效果图如下:

    这里也同样展示一下密度图,因为上述代码中写入的是Alpha通道,所以看起来和 canvas 的密度图类似:

    ![](data:image/svg+xml;utf8,)

    但是如果写入的是 red 通道(和 mapbox-gl 类似的话),其效果可能如下图所示:

    ![](data:image/svg+xml;utf8,)

    3、mapbox-gl + regl 如何实现三维热力图

    在这一节我们主要关注两个点,一是第二种方式的热力图实现,二是如何赋予热力图高度。下面我们先看新的热力图实现方式:

    先上着色器代码:

    密度图着色器

    // 顶点着色器
    
    attribute vec2 a_position; // 顶点数据
    attribute vec2 a_precisionBits; // 顶点数据高位
    
    attribute vec2 a_shape_position;
    attribute float a_instance_count;
    
    uniform float u_weight; // 全局密度权重
    uniform float u_radius; // 密度图生成的半径
    uniform float u_intensity; // 密度
    uniform float u_min; // 数据权重最小值
    uniform float u_max; // 数据权重最大值
    
    varying float v_intensity;
    varying vec2 v_shape_position;
    
    void main() {
      v_shape_position = a_shape_position;
    
      vec3 worldPosition = project_position(vec3(a_position, 0.0), vec3(a_precisionBits, 0.0));
    
      v_intensity = clamp((a_instance_count - u_min) / (u_max - u_min), 0.0, 1.0) * u_intensity;
    
      float r = project_pixel_size(project_size_to_pixel(u_radius));
    
      vec2 offset = a_shape_position * r;
    
      vec4 commonPosition = vec4(worldPosition + vec3(offset , 0.0), 1.0);
    
      gl_Position = project_common_position_to_clipspace(commonPosition);
    }
    
    // 片段着色器
    precision highp float;
    
    uniform float u_weight; // 全局密度权重
    
    varying float v_intensity;
    varying vec2 v_shape_position;
    
    void main() {
      float d = 1.0 - clamp(length(v_shape_position), 0.0, 1.0);
      float intensity = u_weight * v_intensity * d;
    
      gl_FragColor = vec4(0.0, 0.0, 0.0, intensity);
    }
    

    这里使用了与 deck.gl 相同的投影方式,使用了 mercator-proj这个实现。当然,主体代码是从 deck.gl 提取(chao)的最小的计算Web墨卡托投影的类库,其核心原理你可以查看 deck.gl 的相关文章,这里不做深入。

    渲染着色器:

    // toBezier
    precision highp float;
    
    vec2 toBezierInner(float t, vec2 P0, vec2 P1, vec2 P2, vec2 P3) {
      float t2 = t * t;
      float one_minus_t = 1.0 - t;
      float one_minus_t2 = one_minus_t * one_minus_t;
      return (P0 * one_minus_t2 * one_minus_t + P1 * 3.0 * t * one_minus_t2 + P2 * 3.0 * t2 * one_minus_t + P3 * t2 * t);
    }
    
    vec2 toBezier(float t, vec4 p) {
      return toBezierInner(t, vec2(0.0, 0.0), vec2(p.x, p.y), vec2(p.z, p.w), vec2(1.0, 1.0));
    }
    
    #pragma glslify: export(toBezier)
    
    // 顶点着色器
    uniform mat4 u_matrix; // map.transform.mercatorMatrix
    uniform mat4 u_inverse_matrix; // map.transform.pixelMatrixInverse
    
    uniform sampler2D u_image; // fbo texture
    uniform float u_world_size; // map.transform.worldSize
    uniform float u_max_height; // 
    uniform vec2 u_viewport_size; // [map.transform.width, map.transform.height]
    uniform vec4 u_bezier;
    
    attribute vec2 a_pos;
    attribute vec2 a_texCoord;
    
    varying float v_alpha;
    varying vec2 v_texCoord;
    
    #pragma glslify: toBezier = require(../toBezier)
    
    float interpolate(float a, float b, float t) {
      return (a * (1.0 - t)) + (b * t);
    }
    
    float a = PROJECT_EARTH_CIRCUMFRENCE / 1024.0 / 8.0;
    
    void main() {
      v_texCoord = a_texCoord;
    
      // 纹理坐标转标准化设备坐标(Normalized Device Coordinates, NDC - -1 - 1)
      vec2 clipSpace = a_pos * 2.0 - vec2(1.0);
    
      vec2 screen = a_pos * u_viewport_size;
    
      // mapbox-gl-js src/geo/Transform.pointCoordinate
      // since we don't know the correct projected z value for the point,
      // unproject two points to get a line and then find the point on that
      // line with z=0
      vec4 p1 = vec4(screen.xy, 0.0, 1.0);
      vec4 p2 = vec4(screen.xy, 1.0, 1.0);
    
      vec4 inverseP1 = u_inverse_matrix * p1;
      vec4 inverseP2 = u_inverse_matrix * p2;
    
      inverseP1 = inverseP1 / inverseP1.w;
      inverseP2 = inverseP2 / inverseP2.w;
    
      float zPos = 0.0;
    
      if (inverseP1.z == inverseP2.z) {
        zPos = 0.0;
      } else {
        zPos = (0.0 - inverseP1.z) / (inverseP2.z - inverseP1.z);
      }
    
      // mapbox-gl-js src/style-spec/util/interpolate.js
      vec2 mapCoord = vec2(interpolate(inverseP1.x, inverseP2.x, zPos), interpolate(inverseP1.y, inverseP2.y, zPos));
    
      v_alpha = texture2D(u_image, v_texCoord).a;
      float height1 = toBezier(v_alpha, u_bezier).y;
      float height0 = toBezier(0.0, u_bezier).y;
      // 这里的高度值并不准确,只是调试了一个合适的值展示效果
      float height = (height1 - height0) / (a / u_max_height);
    
      if (height <= 0.0) {
        height = 0.0;
      } else if (height >= 1.0) {
        height = 1.0;
      }
    
      gl_Position = u_matrix * vec4(mapCoord.xy / u_world_size, height, 1.0);
    }
    
    // 片段着色器
    precision mediump float;
    
    uniform sampler2D u_color_ramp;
    uniform float u_opacity;
    uniform sampler2D u_image;
    
    varying float v_alpha;
    varying vec2 v_texCoord;
    
    void main() {
      vec4 color = texture2D(u_color_ramp, vec2(v_alpha, 0.5));
      gl_FragColor = color * u_opacity;
    //  gl_FragColor = vec4(1.0, 0.0, 0.0, 0.1);
    }
    

    在图层上同样是实现了 mapbox-gl 的自定义图层,其核心需要实现两个方法:

    onAdd:

    // 创建 regl,并开启相应的扩展
    this.regl = REGL({
      gl: gl,
      extensions: [
        'OES_texture_float',
        'ANGLE_instanced_arrays',
        // @link https://gitter.im/mikolalysenko/regl?at=57f04621b0ff456d3ad8f268
        'OES_element_index_uint',
        'WEBGL_color_buffer_float',
        'OES_texture_half_float',
        'OES_vertex_array_object'
      ],
      attributes: {
        antialias: true,
        preserveDrawingBuffer: false,
      }
    });
    
    const [width, height] = [this.map.transform.width, this.map.transform.height];
    
    this.texture = this.regl.texture({
      width,
      height,
      min: 'linear',
      mag: 'linear',
      wrap: 'clamp',
      format: 'rgba',
      type: 'half float'
    });
    
    // 创建密度图 fbo
    this.fbo = this.regl.framebuffer({
      width,
      height,
      depth: false,
      stencil: false,
      colorFormat: 'rgba',
      colorType: 'half float',
      color: this.texture
    });
    
    const uniforms: any = {};
    
    const keys = getUniformKeys() as MercatorUniformKeys;
    keys.forEach((key: any) => {
      // @ts-ignore
      uniforms[key] = this.regl.prop(key);
    });
    
    this.gradientCommand = this.regl<GradientCommand.Uniforms, GradientCommand.Attributes, GradientCommand.Props>({
      frag: grayFs,
    
      // 这里向顶点着色器注入墨卡托投影相关的着色器
      vert: injectMercatorGLSL(this.gl, grayVs),
    
      attributes: {
        a_position: (_, { a_position }) => a_position,
        a_shape_position: (_, { a_shape_position }) => a_shape_position,
        a_precisionBits: (_, { a_precisionBits }) => a_precisionBits,
        a_instance_count: (_, { a_instance_count }) => a_instance_count,
      },
    
      uniforms: {
        u_intensity: (_, { u_intensity }) => u_intensity,
        u_weight: (_, { u_weight }) => u_weight,
        u_radius: (_, { u_radius }) => u_radius,
        u_min: (_, { u_min }) => u_min,
        u_max: (_, { u_max }) => u_max,
        u_opacity: (_, { u_opacity }) => u_opacity,
    
        ...uniforms,
      },
    
      depth: {
        enable: false,
        mask: false,
        func: 'always',
      },
    
      blend: {
        enable: true,
        func: {
          src: 'one',
          dst: 'one',
        },
        equation: 'add',
        color: [0, 0, 0, 0],
      },
    
      colorMask: [true, true, true, true],
    
      primitive: 'triangle strip',
    
      instances: (_, { instances }) => instances,
    
      count: (_, { vertexCount }) => vertexCount,
    
      viewport: (_, { canvasSize: [width, height] }) => ({ x: 0, y: 0, width, height })
    });
    
    this.colorCommand = this.regl<ColorCommand.Uniforms, ColorCommand.Attributes, ColorCommand.Props>({
      frag: drawFs,
    
      vert: injectMercatorGLSL(this.gl, drawVs),
    
      attributes: {
        a_pos: (_, { a_pos }) => a_pos,
        a_texCoord: (_, { a_texCoord }) => a_texCoord,
        a_precisionBits: (_, { a_precisionBits }) => a_precisionBits,
      },
    
      uniforms: {
        u_matrix: (_, { u_matrix }) => u_matrix,
        u_inverse_matrix: (_, { u_inverse_matrix }) => u_inverse_matrix,
        u_image: (_, { u_image }) => u_image,
        u_bezier: (_, { u_bezier }) => u_bezier,
        u_color_ramp: (_, { u_color_ramp }) => u_color_ramp,
        u_opacity: (_, { u_opacity }) => u_opacity,
        u_world_size: (_, { u_world_size }) => u_world_size,
        u_max_height: (_, { u_max_height }) => u_max_height,
        u_viewport_size: (_, { u_viewport_size }) => u_viewport_size,
        ...uniforms,
      },
    
      depth: {
        enable: false,
        mask: true,
        func: 'always',
      },
    
      blend: {
        enable: true,
        func: {
          src: 'one',
          dst: 'one minus src alpha',
        },
        color: [0, 0, 0, 0]
      },
    
      colorMask: [true, true, true, true],
    
      elements: (_, { elements }) => elements,
    
      viewport: (_, { canvasSize: [width, height] }) => ({ x: 0, y: 0, width, height })
    });
    
    

    render(其实这步里面的密度图渲染可以放到 prerender 里),这块我就不贴代码了,核心流程有点长,我们用流程图简单描述一下基本渲染流程,如果你对源码感兴趣请查看

    最终实现效果如下图 :

    到这里整篇文章也就结束了,受限于本人技术水平和语言组织能力文章上可能多有疏漏,欢迎指正。

    本文转自 https://zhuanlan.zhihu.com/p/350355621,如有侵权,请联系删除。

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  • 原文地址:https://www.cnblogs.com/hustshu/p/16329464.html
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